package ai;

public class Aitech{

// Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
//   This program is free software; you can redistribute it and/or modify
//   it under the terms of the GNU General Public License as published by
//   the Free Software Foundation; either version 2, or (at your option)
//   any later version.
//
//   This program is distributed in the hope that it will be useful,
//   but WITHOUT ANY WARRANTY; without even the implied warranty of
//   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//   GNU General Public License for more details.
//***********************************************************************/
//
//#ifdef HAVE_CONFIG_H
//#include <config.h>
//#endif
//
//#include <string.h>
//
//#include "Game.game.h"
//#include "government.h"
//#include "log.h"
//#include "player.h"
//#include "tech.h"
//
//#include "plrhand.h"
//
//#include "advmilitary.h"
//#include "aitools.h"
//
//#include "aitech.h"
//
//struct ai_tech_choice {
//  Tech_Type_id choice;   /* The id of the most needed tech */
//  int want;              /* Want of the most needed tech */
//  int current_want;      /* Want of the tech which currenlty researched 
//			  * or is our current goal */
//};
//
///**************************************************************************
//  Returns tech corresponding to players wonder goal from nations[],
//  if it makes sense, and wonder is not already built and not obsolete.
//  Otherwise returns A_UNSET.
//**************************************************************************/
//static Tech_Type_id get_wonder_tech(player plr)
//{
//  int building = Nation.get_nation_by_plr(plr).goals.wonder;
//  
//  if (Improvement.improvement_exists(building)
//      && Game.game.global_wonders[building] == 0
//      && !wonder_obsolete(building)) {
//    Tech_Type_id tech = Improvement.improvement_types[building].tech_req;
//
//    if (tech_is_available(plr, tech) 
//        && get_invention(plr, tech) != TECH_KNOWN) {
//      return tech;
//    }
//  }
//  return A_UNSET;
//}
//
///**************************************************************************
//  Puts into choice the closest (in terms of unknown techs needed) of
//    - national tech goals,
//    - requirements for the national wonder goal
//**************************************************************************/
//static Tech_Type_id ai_next_tech_goal_default(player pplayer)
//{
//  nation_type prace = Nation.get_nation_by_plr(pplayer);
//  int bestdist = Tech_H.A_LAST + 1;
//  int dist, i;
//  Tech_Type_id goal = A_UNSET;
//  Tech_Type_id tech;
//
//  /* Find the closest of the national tech goals */
//  for (i = 0 ; i < MAX_NUM_TECH_GOALS; i++) {
//    Tech_Type_id j = prace.goals.tech[i];
//    if (!tech_is_available(pplayer, j) 
//        || get_invention(pplayer, j) == TECH_KNOWN) {
//      continue;
//    }
//    dist = num_unknown_techs_for_goal(pplayer, j);
//    if (dist < bestdist) { 
//      bestdist = dist;
//      goal = j;
//      break; /* remove this to restore old functionality -- Syela */
//    }
//  } 
//
//  /* Find the requirement for the national wonder */
//  tech = get_wonder_tech(pplayer);
//  if (tech != A_UNSET 
//      && num_unknown_techs_for_goal(pplayer, tech) < bestdist) {
//    goal = tech;
//  }
//
//  return goal;
//}
//
///**************************************************************************
//  Massage the numbers provided to us by ai.tech_want into unrecognizable 
//  pulp.
//
//  TODO: Write a transparent formula.
//
//  Notes: 1. num_unknown_techs_for_goal returns 0 for known techs, 1 if tech 
//  is immediately available etc.
//  2. A tech is reachable means we can research it now; tech is available 
//  means it's on our tech tree (different nations can have different techs).
//  3. ai.tech_want is usually upped by each city, so it is divided by number
//  of cities here.
//  4. A tech isn't a requirement of itself.
//**************************************************************************/
//static void ai_select_tech(player pplayer, 
//			   ai_tech_choice choice,
//			   ai_tech_choice goal)
//{
//  Tech_Type_id newtech, newgoal;
//  int num_cities_nonzero = MAX(1, pplayer.cities.foo_list_size());
//  int values[Tech_H.A_LAST];
//  int goal_values[Tech_H.A_LAST];
//
//  memset(values, 0, sizeof(values));
//  memset(goal_values, 0, sizeof(goal_values));
//
//  /* Fill in values for the techs: want of the tech 
//   * + average want of those we will discover en route */
//  tech_type_iterate(i) {
//    int steps = num_unknown_techs_for_goal(pplayer, i);
//
//    /* We only want it if we haven't got it (so AI is human after all) */
//    if (steps > 0) { 
//      values[i] += pplayer.ai.tech_want[i];
//      tech_type_iterate(k) {
//	if (is_tech_a_req_for_goal(pplayer, k, i)) {
//	  values[k] += pplayer.ai.tech_want[i] / steps;
//	}
//      } tech_type_iterate_end;
//    }
//  } tech_type_iterate_end;
//
//  /* Fill in the values for the tech goals */
//  tech_type_iterate(i) {
//    int steps = num_unknown_techs_for_goal(pplayer, i);
//
//    if (steps == 0) {
//      continue;
//    }
//
//    goal_values[i] = values[i];      
//    tech_type_iterate(k) {
//      if (is_tech_a_req_for_goal(pplayer, k, i)) {
//	goal_values[i] += values[k];
//      }
//    } tech_type_iterate_end;
//    /* This is the best I could do.  It still sometimes does freaky stuff
//     * like setting goal to Republic and learning Monarchy, but that's what
//     * it's supposed to be doing; it just looks strange. -- Syela */
//    goal_values[i] /= steps;
//    if (steps < 6) {
//      util.freelog(Log.LOG_DEBUG, "%s: want = %d, value = %d, goal_value = %d",
//	      get_tech_name(pplayer, i), pplayer.ai.tech_want[i],
//	      values[i], goal_values[i]);
//    }
//  } tech_type_iterate_end;
//
//  newtech = A_UNSET;
//  newgoal = A_UNSET;
//  tech_type_iterate(i) {
//    if (values[i] > values[newtech]
//        && tech_is_available(pplayer, i)
//        && get_invention(pplayer, i) == TECH_REACHABLE) {
//      newtech = i;
//    }
//    if (goal_values[i] > goal_values[newgoal]
//        && tech_is_available(pplayer, i)) {
//      newgoal = i;
//    }
//  } tech_type_iterate_end;
//  util.freelog(Log.LOG_DEBUG, "%s wants %s with desire %d (%d).", 
//	  pplayer.name, get_tech_name(pplayer, newtech), values[newtech], 
//	  pplayer.ai.tech_want[newtech]);
//  if (choice) {
//    choice.choice = newtech;
//    choice.want = values[newtech] / num_cities_nonzero;
//    choice.current_want = 
//      values[pplayer.research.researching] / num_cities_nonzero;
//  }
//
//  if (goal) {
//    goal.choice = newgoal;
//    goal.want = goal_values[newgoal] / num_cities_nonzero;
//    goal.current_want = goal_values[pplayer.ai.tech_goal] / num_cities_nonzero;
//    util.freelog(Log.LOG_DEBUG,
//	    "Goal.choice = %s, goal.want = %d, goal_value = %d, " +
//	    "num_cities_nonzero = %d",
//	    get_tech_name(pplayer, goal.choice), goal.want,
//	    goal_values[newgoal],
//	    num_cities_nonzero);
//  }
//  return;
//}
//
///**************************************************************************
//  Choose our next tech goal.  Called by the server when a new tech is 
//  discovered to determine new goal and, from it, the new tech to be 
//  researched, which is quite stupid since ai_manage_tech sets a goal in 
//  ai.tech_goal and we should either respect it or not bother doing it.
//
//  TODO: Kill this function.
//**************************************************************************/
//void ai_next_tech_goal(player pplayer)
//{
//  struct ai_tech_choice goal_choice = {0, 0, 0};
//
//  ai_select_tech(pplayer, null, &goal_choice);
//
//  if (goal_choice.want == 0) {
//    goal_choice.choice = ai_next_tech_goal_default(pplayer);
//  }
//  if (goal_choice.choice != A_UNSET) {
//    pplayer.ai.tech_goal = goal_choice.choice;
//    util.freelog(Log.LOG_DEBUG, "next_tech_goal for %s is set to %s",
//	    pplayer.name, get_tech_name(pplayer, goal_choice.choice));
//  }
//}
//
///**************************************************************************
//  Use AI tech hints provided in governments.ruleset to up corresponding 
//  tech wants.
//
//  TODO: The hints structure is too complicated, simplify.
//**************************************************************************/
//static void ai_use_gov_tech_hint(player pplayer)
//{
//  int i;
//
//  for (i = 0; i < MAX_NUM_TECH_LIST; i++) {
//    ai_gov_tech_hint hint = &ai_gov_tech_hints[i];
//    
//    if (hint.tech == Tech_H.A_LAST) {
//      break;
//    }
//    
//    if (get_invention(pplayer, hint.tech) != TECH_KNOWN) {
//      int steps = num_unknown_techs_for_goal(pplayer, hint.tech);
//
//      pplayer.ai.tech_want[hint.tech] += 
//	pplayer.cities.foo_list_size()
//	* (hint.turns_factor * steps + hint.final_factor);
//      if (hint.get_first) {
//	break;
//      }
//    } else {
//      if (hint.done) {
//	break;
//      }
//    }
//  }
//}
//
///**************************************************************************
//  Key AI research function. Disable if we are in a team with human team
//  mates in a research pool.
//**************************************************************************/
//void ai_manage_tech(player pplayer)
//{
//  struct ai_tech_choice choice, goal;
//  /* Penalty for switching research */
//  int penalty = (pplayer.got_tech ? 0 : pplayer.research.bulbs_researched);
//
//  /* If there are humans in our team, they will choose the techs */
//  for(player aplayer: Game.game.players){
//    final player_diplstate ds = pplayer_get_diplstate(pplayer, aplayer);
//
//    if (ds.type == diplstate_type.DS_TEAM) {
//      return;
//    }
//  }
//
//  ai_use_gov_tech_hint(pplayer);
//
//  ai_select_tech(pplayer, &choice, &goal);
//  if (choice.choice != pplayer.research.researching) {
//    /* changing */
//    if ((choice.want - choice.current_want) > penalty &&
//	penalty + pplayer.research.bulbs_researched <=
//	total_bulbs_required(pplayer)) {
//      util.freelog(Log.LOG_DEBUG, "%s switching from %s to %s with penalty of %d.",
//	      pplayer.name,
//	      get_tech_name(pplayer, pplayer.research.researching),
//	      get_tech_name(pplayer, choice.choice), penalty);
//      choose_tech(pplayer, choice.choice);
//    }
//  }
//
//  /* crossing my fingers on this one! -- Syela (seems to have worked!) */
//  /* It worked, in particular, because the value it sets (ai.tech_goal)
//   * is practically never used, see the comment for ai_next_tech_goal */
//  if (goal.choice != pplayer.ai.tech_goal) {
//    util.freelog(Log.LOG_DEBUG, "%s change goal from %s (want=%d) to %s (want=%d)",
//	    pplayer.name, get_tech_name(pplayer, pplayer.ai.tech_goal), 
//	    goal.current_want, get_tech_name(pplayer, goal.choice),
//	    goal.want);
//    choose_tech_goal(pplayer, goal.choice);
//  }
//}
}